/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated May 1, 2019. Replaces all prior versions.
 *
 * Copyright (c) 2013-2019, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
 * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
 * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
 * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
 * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using Spine;
using Spine.Unity;

namespace Spine.Unity.Examples {
	public class Goblins : MonoBehaviour {
		SkeletonAnimation skeletonAnimation;
		Bone headBone;
		bool girlSkin;

		[Range(-360, 360)]
		public float extraRotation;
		
		public void Start () {
			skeletonAnimation = GetComponent<SkeletonAnimation>();
			headBone = skeletonAnimation.Skeleton.FindBone("head");
			skeletonAnimation.UpdateLocal += UpdateLocal;
		}

		// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
		public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
			headBone.Rotation += extraRotation;
		}
		
		public void OnMouseDown () {
			skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
			skeletonAnimation.Skeleton.SetSlotsToSetupPose();
			
			girlSkin = !girlSkin;
			
			if (girlSkin) {
				skeletonAnimation.Skeleton.SetAttachment("right hand item", null);
				skeletonAnimation.Skeleton.SetAttachment("left hand item", "spear");
			} else
				skeletonAnimation.Skeleton.SetAttachment("left hand item", "dagger");
		}
	}
}
